Saturday, March 23, 2019

Wilderness as Dungeon Revisited

A lot of this is probably obvious; circling back around to typical ways of running the wilderness, but through the lens of dungeoneering.  Less a post about rules than about how to organize information.

Previously, I was thinking about 6-mile hexes as being like rooms in a dungeon.  Now I think maybe they're supposed to be more like a 10' square.  Hexes and squares are both the smallest unit of organization in mapping on their respective scales.  You can traverse multiple per unit-time (turn in dungeon, day in wilderness), but it takes a unit-time to search either.  They're also a unit of organization in your notes - you probably wouldn't have multiple encounters or multiple traps in a single 10' square in a dungeon, and you probably shouldn't in the wilderness either.  I think the difficulty of book-keeping involved in trying to cram multiple lairs into each hex is a big gripe of mine with ACKS' assumptions about wilderness density.  Yes, it makes sense in-the-world.  But it's bad UX.

So if a hex is like a 10' square, what implications does this have?

"Rooms" / "biomes" / "zones" / micro-regions of multiple 6-mi hexes sharing common terrain, common opposition, and isolated by surrounding hexes ("walls").  Possibly a single key entry in DM's notes - "Cradle Wood, hexes 0601, 0602, 0501, 0503, 0504.  Lush valley full of tall pine trees, ferns, stinging nettles, and moss.  Abundant small creeks with crayfish.  Three goblin villages (7, 5, 4 warbands) with wargs.  Chiefs Ugbu, Ordo, and Glum are all brothers."  And then you can vary random encounter tables by room - all demihuman encounters in Cradle Wood are goblins, or someaught.  Weather might also be particular to a particular "room" ("Ironvale, hexes ...  Valley in the hills where it rains most of the time.  Oak trees and mud.  Abundant iron and coal beneath the surface.  Dwarven vault built into the hillside has flooding problems.").  If naming "rooms" is too much hassle at scale, just number them like rooms on dungeon maps.

Vision - in the dungeon, the limit of your vision is by torchlight and measured in tens of feet.  In the wilderness, it's by height and blocking terrain, and measured in 6-mile hexes, with a default of two hexes on flat plains.  See also also Trilemma.

The function of walls in the dungeon, to block both movement and vision, is softened from boolean in the wilderness.  Most terrain that slows movement also blocks vision (hills, forests), but some doesn't (open water, tundra).  "Walls" in the wilderness are more like ridgelines.  They're probably their own "rooms", since you can enter them - it'll just be slow going.

Does it make sense to have "unroomed" hexes?  Sort of like hallways in dungeons, which are often unkeyed?  Unroomed / unkeyed hexes might work well for "walls" too.  Use default terrain random encounter tables to place dynamic lairs, assume low land-value relative to named and detailed areas.  Sort of like leaving parts of your megadungeon to be filled procedurally during play.

Random encounter distance is one place where the analogy breaks down a bit.  In the dungeon, a random encounter at book distances is unlikely to engage you for a turn or two.  In the wilderness, by-the-book distances put them on top of you in minutes, definitely not days.  I think it might be worthwhile to change random encounters to the "wandering monster / lurking threat" model, much like dungeon encounters - wargs picked up your trail and have been eating your leavings, elvish scouts have noticed your tree-cutting and are displeased, and so forth.  So extend the random encounter distance to 1d3-1 hexes or so; sometimes you do stumble right on top of them, and for some random encounters that's the only time they make sense (skeletons aren't going to follow you, probably).  My players have long complained about a lack of control over engagement in the wilderness, and having a little more advance warning might help.  Might also be worth stealing a page from DaW's book and having an opposed Strategic Ability roll to see which side gets advantageous terrain before a wilderness fight, and then use the book values for random encounter distance to figure out how far apart the forces are at the beginning of the fight.

If a hex is like a 10' square, then microsandboxes need to be reconsidered.  A 10 hex by 10 hex map is going to be very dense, without much room for rooms, much like a dungeon in a 10x10 grid, and my experiment with building such a tiny sandbox bears this impression out.  So the howling emptiness of early D&D follows naturally from this metaphor - empty hexes are OK-to-necessary when hexes are considered primarily in clusters rather than individually.

Friday, March 1, 2019

Simple Domains: Trade Routes and Tributaries

Central thrust: link wilderness-level travel and trade to domain trade income by establishing "routes", allowing some improvement to one's domain under Simple Domains without having to track population

One of the annoying things with Simple Domains is the urban population.  I'm also more interested in settings where city-states and tribes are the norm, rather than feudalism.  Consequently, different rules for and assumptions about organizing realms seem appropriate.

I don't really like ACKS' default population growth as a domain "advancement" mechanic because 1) it's boring (spend money or wait time, counter ticks up, spreadsheet recalculates), and 2) it's unreasonably fast (yeah, there's some justification about "time of upheavals and migrations", but that's not always reasonable).

It occurs to me that domain "advancement" might still be doable with static population numbers via mutable trade routes.  Opening a new trade route between two domains entails clearing it to some reasonable degree, and then leading a ship or caravan along it.   I've been thinking about "threat" primarily affecting edges of the trade graph; a threat closes the edge, then if left unaddressed might spread to more edges, and if it holds all the routes in to or out of a particular town, the town comes under its thumb as well.  So I'm not really talking clearing all the hexes on the route, just dealing with things big enough to threaten a caravan (bandits, orcs, griffons, dragons).  Once a route is cleared, maybe a seasonal encounter roll can bring monsters back to it.

Once the route between two settlements is safe and you demonstrate this by leading a ship or caravan across it, imitators follow and trade along the route becomes regular, allowing the rulers of each end to gather additional market taxes.  If the additional market revenue from trade get high enough, the market class improves.  This lets the trade mechanic fill in for the "extra urban families from vassals" problem that Simple Domains had before.  On the downside, allowing market classes to change like this opens up all sorts of weirdness if you use market class for anything (like trade range, or calculating how much trade income is generated), and could lead to undesirable positive feedback loops.

What I like about this idea is that it links the wilderness game to the domain game with travel.  Your players get to go see the rest of the campaign world in order to make their domain stronger, rather than grinding through hex-clearing.  My players often seem to want caravans and ships in the mid-levels anyway.  At low levels you play "caravan guards", at mid-levels "caravan leaders", and at high levels "that guy who sponsors caravans led by henchmen".  It also opens up structured interactions with diplomacy.  Going to war with a domain generally means closing of routes between the combatants, and you may attack trade routes they have with other domains as well to reduce their trade income.  This might anger their trade partners, leading to embargo or entering the fight against you.  Conversely, a small domain coerced by a larger one might not be willing to trade with their overseer's rivals due to the sword looming over their heads, unless you can make them assurances of protection.  A domain defeated in war might become a tributary state as a term of surrender, sending its trade income to the domain the subdued it.

The tricky part is getting the numbers right - big enough to be worth bothering with, small enough to not spiral out of control, consistent with ACKS' existing trade rules, and simple enough to not be a huge hassle (ie, "just treat it as a network of sources and sinks for various goods, and you're adding a new link, which changes traffic patterns and directs trade through certain nodes which changes the tax income for those nodes"...  like yeah, I could do that, programmatically, but I don't want to need a computer).

Another interesting question is interaction with all the other parts of ACKS.  Does trade with settlements of different culture, terrain, "tech level", etc generate more income?  Interaction with monopoly?  Thieves' guilds?  Our favorite class, the venturer?  Seasonal variation in trade income (less in winter, more in summer)?  How do trade volumes or revenues relate to infrastructure like roads?  (Can we spin this into a reason for players to build and maintain roads, which they also seem to often want to do?)

I don't know if this would actually be simpler in practice than population growth.  But I do think it might be more fun.

A third approach to "domain advancement", and one which players seem to for push historically, is building up local industries and institutions.  I think this is actually fairly easy to adjudicate under ACKS' core rules, but it's not very profitable, and it could stand to be quantized, Kingmaker or Fields of Blood style - drop 10kgp plus some monthly maintenance on a Shipyard, and now you can buy ships as if your market were one class bigger.  Domains have a limited number of Industry slots based on size.  This would certainly be philosophically consistent with Simple Domains, so maybe it warrants further development.

Sunday, January 27, 2019

A/X: Refuges

Central thrust: General class of partial-resource-restoration sites in the wilderness leading naturally to domains

I've been thinking about the resource game in the wilderness more, particularly as it related to mercenary casualties.  Domains at War provides us with the handy heuristic that half of troop casualties are slain or die on the field, and the other half are lightly wounded.  Looking at the Mortal Wounds table's better half, this means they probably need about a week of bed rest to be back in fighting shape (Domains at War glosses over this, but I think it could be useful for our purposes), provided that you have held the field and can retrieve your wounded.

The bar for bed rest in ACKS is something like "complete rest in reasonably sanitary conditions".  For a site to be useful for this purpose, 1) you need to be able to defend it without involving the wounded troops - it should be defensible and out of the weather, and 2) the basis of sanitation is access to clean water.  You need it for drinking, for cleaning injuries, and for keeping the site itself clean.  It's also just nice to have generally to ease logistics and refill.

So some examples of such sites might include:
  • Shallow cave complex with a natural spring near the entrance
  • Crumbling tower built by the men of the first age, with intact cistern
  • Caravanserai near an oasis
  • Rivendell, Beorn's homestead, Craster's Keep, and other features defensible by virtue of powerful friendlies. 
  • A palisaded beastman village with a well, whose inhabitants have been put to the sword
 All of these sites have limits to the number of people they can shelter - you can't fit a battalion into a tiny cave, and you can't fit one in Rivendell either, for risking Elrond's ire.  Having more men than a site can shelter means spilling your camp out into the field, at an increased risk of random encounters (or, perhaps, being under a shelter's capacity reduces the likelihood of a random encounter by 1 on the d6 below the terrain's baseline; being over capacity just pushes it back to normal).  Capacity also imposes a limit on how many mercs can be on bed-rest at a site at once.

So the system in play would look something like this: you're exploring a hex and you find a crumbling tower overlooking a stream, a refuge with a capacity of say 60 men.  Your thief scopes it out and by luck finds it empty, the door locked.  You make a note of it on your map and continue forward.  After a skirmish with some beastmen, your heavy infantry retinue squad is at half UHP, 3 of 6.  This represents about 1 dead and 2 wounded.  You hold the field, gather your wounded, and retreat to the refuge, where you put the 2 wounded on bed rest and the rest of the squad on guard.  You send your explorer and his light infantry squad out foraging for rations while the heavies heal up.  He gets into a random encounter or two, but by good fortune they're just animals and easily dealt with (and eaten).  Seven days of rest later, your heavy infantry squad is now at 5 out of 6 UHP and hungry for revenge.

So the tradeoffs here: if you're far from town, you can get some mercenary healing (and PC healing too actually, at 1d3 HP per day of bed rest, more with the Healing proficiency - only relevant if changing the resource model on spells in the wilderness from "per day" to "per adventure"), but you can't refill all the way back up, it'll cost you in rations, and you put yourself at some risk for further random encounters (but a reduced risk compared to going all the way back to town at one roll per hex).

This ties to domain play in a couple of ways:

First, what is good for the goose is good for the gander.  Refuges are very attractive sites for monster lairs, and in some cases you might have to "liberate" them from a monster lair to use them at all.  A refuge that sits empty is liable to be re-inhabited between expeditions, which might necessitate re-clearing it.  This creates an incentive to establish small garrisons, to hold refuges between expeditions.  Human presence is likely to keep most animals out of the way, but may not be a deterrent to beastman warbands.  A back-and-forth, where a refuge is taken by and re-taken from beastmen, is pretty plausible and good re-use, good for building up campaign capital in a site.  Heck, "we're in town and can see a smoke signal from the garrison, let's get all our cavalry together and go relieve them" sounds like a pretty good time.

When you have a garrison, you have to support it, not just by relieving it with cavalry, but also with food.  Generally you can only feed about one person per square mile on hunter-gathering (so say 30 men per 6-mile hex, for convenience) under good conditions (ie, not desert, glacier).  Conveniently, 30 is also about the size of a beastman warband, which presumably also forages and hunts for its rations (as opposed to a village, which is dense enough that they're probably doing slash-and-burn agriculture).  So if you want bigger garrisons that will have better odds against a warband, you need to either lay in supplies (entailing logistics, defending caravans - and with spoilage, this might not be viable at all), or you need on-site agriculture, ie peasants.  An amusing intermediate step might be livestock.  30 men eat 30 stone of food a week, provided water.  A 550lb cow from the Livestock table yields about 27 stone of meat, probably more total rations if you're willing to boil the bones and such.  A cow per platoon per week sounds very reasonable, and they don't spoil - if you want to supply a garrison for a month, give 'em a week of standard rations and three cows.  And then you have an incentive to clear predatory-animal lairs that would otherwise be of no interest (dang giant eagles eating your cows), and you can have goblin cattle-rustlers!

Extra rules for butchering livestock provoking random encounter rolls?  Herdsman hirelings?  Clearly this whole livestock angle is one that could use more detail.

Anyway, another way that refuges lead into domain play is through capacity restrictions.  You want to have a garrison strong enough to hold them, but you also want enough space for your retinues to heal.  So you're probably going to want to expand the capacity of the refuge.  Put up a palisade around your crumbling tower to increase the capacity.  Uncrumble it to increase the capacity.  Build and consecrate a little shrine so your cleric can get a bonus to RL&L rolls (and maybe even restore his 1st- and 2nd-level spells in the field).  A refuge is the raw materials for a base, and players like base-building; so give 'em base-building.  Whether this will actually work with ACKSonomics is another question - it's not that construction is hideously expensive in ACKS, it's that labor is hideously unproductive.  3gp/man-month on an unskilled laborer (like a mercenary being employed to build a palisade) means it would take a platoon 40 days to build 100ft of palisade.  I suppose if you have a platoon-sized garrison just sitting around that's not totally implausible?  Might need some notion of garrison activities - a garrison can be building structures, or hunting and foraging, or patrolling the hex, in addition to holding the refuge, with different risk profiles for each of these activities.

Finally, as a feature on a hex-map placed during stocking, how common should refuges be?  I feel like a power law is reasonable - squad- or party-scale refuges, with a capacity of maybe 12, should be pretty common.  Almost any lair of large predators, once cleared, can probably suffice.  Platoon-scale refuges in the 30-60 capacity range are probably less common, maybe one in every seven hexes (one within a one-hex radius of any point, in expectation).  Company-scale refuges you probably have to take from a tough lair like a beastman village, maybe one in 19 hexes (one within a two-hex radius of any point, in expectation).

Bonus: dealing with mercenary casualties as combat ineffectives who need shelter and bed rest also lends itself nicely to disease and exposure.  A "trap" in a swamp hex might have characters save to avoid catching disease - mercenary squads who fail their save take some amount of damage temporary damage which can be fixed by bed rest, but if they don't get that bed rest within a certain timeframe, the damage becomes permanent as people die of dysentery.

Saturday, January 19, 2019

Abilities for the Wilderness Levels

Contents: more speculative proposals.  Would probably take several posts to hash out details.

Last post, I asked what spells in the mid-levels look like in a system that took that shift to wilderness very seriously.  This is really a special-case of a more general question:

What would wilderness-appropriate mid-level abilities look like for all classes in a system that took that shift seriously?

In the low levels in the dungeon, the fighter fights, the thief gathers intel, opens paths to treasure, and occasionally one-shots things with backstab, cleric spells make everything a little easier and interact with the resource game, and mage spells straight-solve problems.

If we went hard on wilderness, what sort of abilities would we want mid-level thieves and fighters to have?

Thieves are probably the easy one.  Gathering information about the environment without attracting random encounters is just as important in the wilderness as in the dungeon.  The explorer's mechanics for evading random encounters make sense, as well as extra stuff for exploring hexes more quickly and more efficiently, locating and evading "wilderness traps" like crevasses, mudslides, etc.  I've been thinking about walking back my position on "don't show them the map" - show them a little of the map.  Hexes that have been entered but aren't yet "explored" and mapped are slower and more dangerous to move through (and, if maintaining a map for the players, have their terrain shown but greyed out).  Exploration takes time and can discover lairs and features.  So then you tie thief abilities to that hex exploration mechanic.  On the "opening treasure" side of things, you might have mechanics like ACKS' treasure-hunting and smuggling hijinks - figuring out where treasure is located and getting more out of the treasure you find by evading taxes.

The fighter's in a funny position.  The +1 morale at 5th level sends a very clear message - the fighter's signature mid-level schtick is mercenaries.  But actually running wilderness combats where you have a bunch of mercs (especially the sort of ragtag "two crossbowmen, a slinger, three light infantry, two heavy infantry, and one light cavalryman" mercs you see at low wilderness level) is generally a rough experience.  Setting up reasonable, actionable outdoor terrain for a squad-scale fight between a goblin warband and a player warband in a way that seems fair to players and doesn't consume a huge amount of time is not an easy thing (and this perception of wilderness fights as high-risk and very susceptible to either short-notice variations in terrain or long-slog tactical combat is, I think, part of why my players historically dislike them).  So I'm wondering if that's the wrong way to go about it, whether loosely-zoned wilderness combat would serve better, with mercenary troops and demihuman gangs "pinning" each other (in much the way that combatants in personal combat become "engaged"), doing some simplified resolution on their fights, and going into finer detail on the actions of the PCs against enemy heroes (and PC-engaged gangs).  Slightly higher detail than the Domains at War: Campaigns battle system, but lower detail than the Domains at War: Battles one.  There's probably some combat system that fits these parameters in Axioms somewhere...

And then for those single-monster fights that mercenaries aren't really supposed to help you with (make trivial by sheer volume of crossbow fire), maybe an answer is a morale penalty when facing big monsters.  Wait, I'm repeating myself.  Fighter morale bonus then helps make mercenaries slightly more effective against monsters, but might not fully eliminate the penalty (-2 sounds like a good starting point).

Another reasonable wilderness-tier ability for fighters would be something that helps them recruit mercenaries more quickly.  Name-level's "free followers!" has the right idea, but it's too little too late.  I've been kicking around a more structured system for downtime, and something as simple as "roll one mercenary type per downtime (roughly two weeks) in a market, without having to pay recruiting costs or spend any actual time" would probably be a good start.  Literal free units ("companion cavalry" or "retinue") that replenish themselves are a nice option too, though.  And a barbarian "Call Horde" (or Paladin "Call for aid from knightly order", scaling up to "Call Crusade") ability is too much fun to dismiss, though maybe more of a name-level feature.  Manual of Arms to upgrade your mercs makes sense too - provided a simple way of tracking mercenary XP, maybe giving your mercs +10% would be nice.

...  maybe mercenary squads should compete for henchman slots.  You take the "spokesman" for the unit as an effective henchman, and then they're personal retinue, with maximum retinue unit size scaling with level, just as ability to command large units does (3rd level -> squad scale, 5th level -> platoon scale, 7th level -> company scale, and on up).  The spokesmerc is assumed to be running a hench-tree below himself, which is a full-time job.  He takes care of wrangling quartermasters and supplies and presents you with the bill, acts as a lieutenant in mass combat, and absolutely will not follow you into dungeons, no sir, he needs to keep these idiots from starting fights with the locals or poking the wildlife for fun.  Retinue squads will go with you on wilderness adventures (and earn XP, with bonuses from Manual of Arms), whereas non-retinue mercenaries can only be used on military campaign with a clear domain-scale target, or as garrison.  And then we can ban hench-trees outside of military command structures to simplify my life, and any recruiting bonus that fighters get helps refill the ranks of their retinues.  If you like, can send a henchman to a market to gather mercs and become a known-loyal spokesmerc and retinue leader.  Upgrading a retinue unit to the next size requires both sufficient level and time in market to expand its ranks.

(Probably some room for using henchman slots ("direct reports"?) for other classes' wilderness-level stuff too; thief gangs / cells, cleric congregations, wizard lab-rats, a pirate-assassin variant with ships' crews, and then in domain level stewards for one's domains.  Concern: CHA was already a good stat, does linking it to literally every class' wilderness-and-domain game make it just ridiculous?)

...  Heck, you could even relate retinues to domain-founding.  Build up a big retinue, clear some land, and then grant it to them / "settle" them there, ending up with about one family per mercenary (camp followers, the girl back home, relatives who hear they've got land now and migrate) and a trained militia.  And your spokesmerc becomes the steward.  I like having domains be mostly-static, but if I had to deal with domain founding, this seems like an interesting way to do it.  Similar economics to the "subject tribes" I discussed here.

Anyway, mercenaries as the fighter's central wilderness mechanic also suggests some ideas for cleric.  Spells to mitigate mercenary damage in mass combat make a lot of sense; attrition in the wilderness is often through mercenary bodycount, analogous to the fighter's HP being ground down.  I feel like morale-boosting spells or abilities also make sense for the cleric when used on troops of the same faith.  Divine spells providing improvements to exploration and evasion also follow naturally (much like Find Traps).  Some abilities in support of retinues of either holy warriors or fanatical peasants would also be entertaining (and makes sense with Fighting 1 - some fighting stuff, but not as much as Fighting 2).

As for the hybrid classes - assassin's wilderness game probably looks a lot like thief's.  Bladedancer is like cleric but more focused on offense; maybe they should get more of the +mercenary morale spells, while cleric focuses on keeping mercenaries patched up between fights?  Mass Swift Sword?  Bard's wilderness game probably looks a lot like the fighter's, but less Manual of Arms and more Inspire Courage.

Explorer is the tricky one, because the whole class is built around the wilderness game.  It does exploration the best, but also gets the fighter morale bonus.  Perhaps a reasonable compromise is to give them similar morale and recruiting abilities to fighters, but only for light troops (light infantry, archers, and light cavalry).  And then in comparison to the thief, they still don't have the treasure-related capabilities.  Assassin is the one who comes away with the short end of the stick under that proposal, and I'm not really sure what to do about that.  Abilities supporting plant-based poison use are a natural addition, I suppose.  I feel like assassin's core gameplay in wilderness levels should be "go find beastman chieftains, shamans, and witchdoctors, and murder them", and poison supports that.  So would something like Tracking or bonuses to interrogating captured beastmen; differentiating the assassin's "exploration" abilities from the thief's, by the focus on finding and killing things.  They achieve similar results (getting you to the lair), but with different flavors.  Likewise, could differentiate explorer and thief "exploration" abilities by giving explorer stuff focused on actually exploring and traversing hexes, with thief instead specializing in encounter evasion.

I have the nasty feeling I'm embarking down Fantasy Heartbreaker Lane.  Call it A/X, Adventurer / Hexplorer, with a design ethos of "take ACKS' core rules and add slick, usable abstractions for wilderness (and maybe eventually domain) level play, grounded in ACKS' economic assumptions but with more focus on gameplay than simulation."

Tuesday, January 1, 2019

On Balancing New Spells for Wilderness and Domain Play, Contra ACKS' Design Systems

Central questions: what does it mean for a spell to be balanced at a particular spell level, in the presence of shifts in play?  What would a spell list / system of casting that really took the notion of shifts in play to heart look like?  How would you have to change the resource model to balance it without breaking the world?

Contents: speculative proposals.

I've been kicking around a couple of projects lately.  Both would entail designing new spells and figuring out what it means for a spell to be level-appropriate.

First, Magic the ACKSening.  I would like to hit the old Arena-era feeling, with physical objects that a caster attunes to which let him cast a particular spell.  I think there's some room for interesting mechanics here (blue card draw?  Attune to a talisman in your possession temporarily.  Black discard?  Temporarily disrupt someone else's attunement).  Also makes copying spells between casters within the party harder, makes competition for spells between casters in party more prominent.  But, comes with a whole bunch of problems, like "how do you model the different colors?  What's your spell-slots / mana pool mechanic look like?  How does recharging work?  How do you not shaft multi-color casters (if they even exist)?"

The ACKSiest way to do this would be to use the custom magic system creation rules from Axioms, but that makes life very difficult for multi-color casters.  If red casting and white casting are two different magic systems, they track two different repertoires and sets of spell slots, and if you want to combine them in one class, that class is not going to be very good at either of them.  In effect, its spellcasting will not actually be "level-appropriate" (I hate to use that word, but it serves), in the same way that a nightblade who casts as a wizard of half his level isn't actually going to be a useful spellcaster outside of the first couple of levels, or a high-level venturer isn't going to be a useful spellcaster.  Neither has access to spells which are relevant in their current tier of play; they don't keep up with the subtle shifts.  That's a damn shame, particularly in ACKS where those subtle shifts are not so subtle and a big selling point.

(This is probably a little too harsh on nightblade - if you pitch it as "at low levels when thief is weak, you're most of a mage with d6 HD and leather armor, and at high levels when thief is strong, you're most of a thief but with d6 HD, free Acrobatics, and the ability to cast Invisibility on yourself", it's probably a reasonable class.  But my players sure don't use it)

I think this is fundamentally a problem with ACKS' design systems.  They are too quantitative and insufficiently qualitative.  For another example of this, consider fireball, which by ACKS' design rules should be a 5th-level spell.  As I argue in the linked post, fireball is fine at 3rd - provided that the "expands to volume" clause is relentlessly enforced, in which case it becomes an outdoor spell, providing a big hit against either a humanoid warband (where the area of effect is the important point) or a single tough monster (where the d6 per level is the important bit, to force a morale roll through half-HP damage).  It's much like sleep, which in the low levels provided the ability to either neutralize an encounter's worth of weak humanoids or to take out a single big monster like an ogre.  The parallel is striking.  I'm a little surprised that death spell doesn't have a single-target mode (which was split out into disintegrate), following that same pattern.

The second project I have been considering is a result of my travel to Taiwan for work last summer.  While there, I visited the shrine of the Xia-Hai City God of Taipei.  I was rather tickled by the notion of a City God.  I subsequently read Journey to the West, and enjoyed its portrayal of the Celestial Bureaucracy, with deities ranked.  So I'm considering attempting to model that sort of messily syncretic polytheism, with ancestor worship, immortal heroes, animal spirits, boddhisatvas, dragon kings, hearth gods, stable gods, all manner of gods being worshiped, preferably with a minimum of systematic complexity.  I'm considering keeping just one divine caster class.  Your first and maybe second level spells are from ancestors and commoner deities like the Kitchen God, your third and fourth from regional deities, and then your fifth level spells are from higher powers, picking (say) two of three patrons per spell level, which then determine your spells available at that level.  But in any case, would need (many) new spells for this as well, hence the interest in "balance" with existing divine options.

So there's the question - if I'm dubious of ACKS' numbers for producing really balanced, tier-appropriate spells, I need to get a better qualitative idea of what's appropriate for a spell of each type (arcane | divine) at each level.  I think I was on the right track here - generally arcane does just straight-up solve (or oversolve) a level-appropriate problem at low levels, while divine does tend to only half-solve problems, give a bonus, or something like that.  But there's more to it than that.  I'm interested in the relationship between eg Wizard Lock and Hold Portal, 2nd and 1st level arcane spells that do roughly the same thing at different degrees of thoroughness.  That might seem like a silly thing to care about, but I'm kicking around spells that fog whole hexes to solve fundamentally the same problem ("we are being pursued") at wilderness levels, because the wilderness is just a big megadungeon - so if your wizard can have a spell to solve the problem of pursuit in the dungeon, and now we're doing wilderness stuff, well sure, you should have spells to solve similar problems at this new level of play.  Flood Ford and Hold Mountain Pass as 3rd-level analogs of Hold Portal, maybe...  Light solves the problem of tracking consumable torches temporarily, Continual Light solves it more permanently - Create Food and Water solves consumable wilderness resources temporarily, Cornucopia solves it more permanently by imbuing an object and requires maintenance (the divine version, meanwhile, is more like Call Game Animals and gives you a bonus to hunting throws to find food.  Purify Food and Water / Preserve Food and Water are also more along the divine "partial-solve" lines, but rely on enforcing ration spoilage).

If wizards could straight-solve wilderness-level problems like they straight-solve dungeoneering problems, maybe wilderness play would be more fun.  Perhaps my players would be willing to take more risks if they felt they had some aces in the hole besides fireball.

Unfortunately, this [high-powered wilderness- and domain-grade spells] is in tension with ACKS' ethos of "let's tone wizards down a little so that we can still have conventional armies and historical-looking economics."  This is why ACKS' fireball only has a 10' radius instead of 20', for example.  A partial resolution to this is really enforcing the "spell slots only recovered by rest in safe, sanity conditions" rule - this means that yeah, that wizard is gonna wreck one unit, but then he has to get back to town to recharge.  This breaks down under siege conditions, providing a huge advantage to casters defending a town over those laying siege to it, and might have other unforeseen edge problems.  Maybe the right thing is really to vary the recharge time for spell slots by phase of play.  Dungeoneering-tier spells recharge every day, while a turn in the dungeon is ten minutes - a similar scheme would have wilderness-tier spells recharging maybe every month, against a "wilderness turn" of one day (...  or maybe every 3 months; 144 10-minute turns per day, and 144 days is 4.8 months, but that seems excessive), and domain spells...  I don't even know.  The upshot of boosting the recharge times is that you can go nuts with high-power spells that solve level-relevant problems but aren't really useful at lower tiers (does raise some questions like "how do they interact with Dispel Magic?").

Maybe it makes sense to move the bar for ritual spells down.  The nice thing about spell slots, though, is that they don't build up over time like ritual spell items do - lord help him who goes to war with the elven or lich wizard-lord who has had a couple of centuries to stockpile ritual items.  Maybe a limit on "sustainable" ritual spell items, just like on Continual Light?  Or you have a spell slot, but you have to do something like ritual research to recharge it?  The logical endpoint of this train of thought probably looks rather vancian...  I think I like longer recharge times better.

There is also the difficulty that most of the existing 5th-6th level spells are really more like high-level-dungeoneering spells than wilderness or domain spells.  Passwall, disintegrate, anti-magic shell, feeblemind, dimension door...  this stuff has domain applications (siege, fighting high-level NPCs and big monsters), but it's not for domains.  Passwall is for punching temporary shortcuts in dungeons; disintegrate's secondary function clearing a 10' cube is the same but more permanent, and probably wasn't designed or balanced with reducing fortresses in mind.  They're not designed around the shifts, and if your game doesn't include dungeons as a salient feature of high-level play, they're a bit out of place (especially if competing for repertoire space with eg a spell you can only cast every five years that summons 500 demons for a single mass combat).

Maybe tacking these high-level dungeoneering effects onto low-level spells when cast by high-level casters is a reasonable solution?  So say, knock can produce passwall if the caster is 9th+ level, much like bless can make holy water or magic missile scales up.  And then 1st-2nd level spells are your dungoneering and personal combat bread and butter, 3rd-4th are mostly wilderness or small mass-combat (haste, prayer, and other mass- spells fit here) with longer recharge times, and 5th-6th are for domains and big mass combats and have looong recharge times.

What a mess.

This is starting to sound suspiciously like Trailblazer's reforms to spells, grouping them into different recharge times even within the same level...  And I also adopted their solution to half-casters being bad.  Trailblazer was right about everything.  Well OK, maybe not action points, but a lot of things. Although even ACKS is headed in that direction with the Heroic Fantasy book...

Sunday, October 21, 2018

Figuring out Morrowind

When I was a kid playing Morrowind, I thought its leveling system was horribly slow and convoluted.  So I downloaded mods that changed how it worked and it was fine.

Returning to Morrowind via OpenMW as an adult, I re-downloaded and re-created a couple of simple mods that I had used, and played through the game.  When I finished, I was way overpowered and had a tremendous amount of cash.

I went and did other things for a month and came back to it.  I started a new game and one of the first things the first questgiver in the game does is give you some cash and tell you to get some training or gear.  I stopped and thought about that for a moment, and everything kind of clicked.

Training was the missing mechanic.

When I was a kid, coming from a 3.x background, Morrowind's economy made no sense.  There's hardly anything worth buying in terms of equipment - there are a few vendors in out-of-the-way places that carry high-quality items (the glass armor guy, the grandmaster alchemist), but all the good weapons can only be found by adventuring.  Spending money on leveling was immersion-breaking, incompatible with my 3.x-flavored understanding of fantasy worlds.  So I just accumulated money and ground out levels.

Having seen the OSR, this "money for XP" thing now makes total sense.  Morrowind's development began in the mid-90s, and its descent from AD&D is apparent in its training mechanics and the relationship between wilderness and city.  Go to wilderness, get money and magic items, return to city, spend money on training.

And the heavy use of training changes the way the whole rest of the game works.  It tames the worst parts of Morrowind's leveling system, where you can raise ability scores based on what skills you raised during the level.  If you're not using training, you really have to grind skill uses to get good ability score boosts, and you're likely to incidentally raise some skills and waste some multipliers.  But if most of your skill points are coming from training rather than skill use, you eliminate the grind, and reduce the window for uncontrolled skill increases to mess up your ability score increase plan.  If a couple of skills rise while you're out on an adventure, you have to take them into account when you're spending your money on post-adventure training, but it's pretty manageable.

Heavy use of training also changes the utility of guilds.  Guild rank increases how much guild members like you, and if they're trainers that means they charge you less.  Getting about halfway up the ranks in guilds also opens up a second set of trainers, who usually have higher skills (and can train you to higher levels) than the first tier of guild trainers.  So heavy use of trainers increases the utility of guilds, because they make trainers more available and doing quests makes training less expensive.  This is nice, because a lot of the guild quest rewards in Morrowind are rather lackluster.

Heavy use of training also changes the player's feeling about the Blades (imperial intelligence service) dramatically.  The Blades give out the first half of the quests in the main questline.  Without training, your interaction with the Blades is pretty much restricted to that one questgiver.  The Blades also have about six NPCs who are pretty decent early-game trainers (better than the entry-tier guild trainers, but worse than the second-tier guild trainers).  These trainers cover a wide range of skills, but not such a wide range that you can rely on them alone unless you have a pretty weird build.  Stealth is covered for thieves, but not short blades or marksmanship.  Long blades and shield use are covered for fighters, but not heavy armor.  Most of the magic skills are covered, but not alchemy, and the mage trainer who covers destruction magic is a bit out of the way.  It's really beautifully done; you can go a long way with the Blades trainers, but you're still probably going to have to join a guild to cover the gaps.  And when you seek these people out for training, and ask them about local rumors, they have unique (and interesting) responses because they're in the intelligence service.  It makes the Blades feel a lot more like an actual faction, rather than one inebriate spymaster with his one lonely operative.

At a certain point though, probably in the 60s-70s for your top skills, you're going to cap out on training from the guilds.  To make those last couple of ranks, you need to get a skill up to 80 or 90, which means finding the master trainers.  For each skill (except one), there is a master trainer who can raise it to the highest possible level.  They're mostly not in guilds; instead they're scattered over the continent.  Some of them are in ruins and you find them by adventuring; some of them are in taverns and you find them by frickin' roleplaying like you're some kind of human who occasionally unwinds by talking to people at the local watering hole instead of an unstoppable adventuring machine who only sleeps one hour a week when it's time to level.  I had no idea the utility of bars in Morrowind before, but it turns out they're full of trainers, most of whom are mediocre but some of whom are the best.

So if at low levels, the training system encouraged you to cycle quickly between local guild quests and training, at mid levels it sends you on the wanderjahr to find the trainers to raise your skills to their peak for guildmastery.  It's an interesting commentary on organizations, that you need insight from outside in order to rise to the top.  And when you do find a master trainer, they're about the biggest cash sink in the game besides the rare high-grade armor vendor.  If you have similar charisma and mercantile skills, it's plausible to drop 14000 gp to raise a skill from 60 to 80, and then another 18000 to go from 80 to 100.  For comparison, other big-ticket items in guild advancement are a stronghold and a wizard's staff, both of which are around 5000 gold.  This is a decent solution to the lategame problem of accumulating too much money, if you decide to master multiple skills.  Like all of Morrowind, it isn't too hard to break this (by boosting your charisma and mercantile skills), but you kind of have to try.

In conclusion: as with the OSR, the solutions to (some of) the game's problems are often already in the game.  It's the culture around playing the game that has forgotten about them, and subsequently mods its way to solutions.

Wednesday, October 10, 2018

Domains at War: Lizardmen

Someone in the ACKS discord was asking about expanded units for beastman races, most of which only have light and heavy infantry.  The mental image that got me interested was lizardmen with lizard chariots.  I've done this sort of thing before, so here we go again.

Lizardmen Overview

Lizardmen are right bastards in melee, with 2+1 HD, THAC0 8+, three natural attacks,  a +1 damage bonus, three points of natural armor, and +2 morale.  A company of 120 lizardmen is about a match for a dense phalanx of 240 human heavy infantry; the lizardmen have lower AC, but one and a half times as many HP, and a similar number of attacks with better to-hit.  So lizardman infantry is pretty great in a straight-up fight.

One curious bonus lizardmen have is their 120' swim speed, which is crazy fast.  The rules for lakes, rivers, and mud in Domains at War: Battles don't mention how amphibious infantry with swim speeds interact with these terrain features, but it seems totally reasonable to me for lizardmen to move through them without penalty.  Lizardmen also make fantastic marines - they're faster in the water than most ships, and can probably just jump off, chase them down, and climb the sides (like a cat climbing a tree with their claws).  Sailing ships only have 45' or 60' base speed; wind modifiers can double that, but that still only brings them up to parity.  Warships can mostly manage 120' to 150' under oars, so your lizardman galleys may still want to maneuver close before deploying the boarding parties into the water.

On the downside, on land, lizardman infantry is dog slow, at 60'.  They're beastmen, so all of their units are irregular.  They also have crappy low-tech equipment (javelins, spiked clubs, shields, and leather armor).  All of this combines to mean that their skirmishers / light infantry are pretty crap at actually skirmishing, and lizardman armies probably do badly against fast units with ranged attacks.
I feel like stone axes, maybe spears and shortbows or atlatls ought to be in scope too.
Finally, to top it all off, their extra lair stuff pretty lousy - they get no warbeasts or allied races, and their witchdoctors are only level 1d4, so no fireball.  At least their champions, subchieftains, and chieftains are pretty strong.  One lair of lizardmen is right about one company of lizardman infantry; at platoon-scale, would be easy to split it up into four or five platoons, one of champions led by the chieftain, three of heavy infantry, one of light infantry (Campaigns helpfully informs us that 75% of lizardmen quality for heavy infantry), with a subchieftain lieutenant per platoon.

Lizardman Champion Maneaters: 1/2/3 Irregular Foot, AC 5, HD 3+1, UHP 26, ML +3?, 6 claw/claw/bite 7+ or 4 dart 7+, BR ~11, TCO ~6.5kgp/mo

Lizardman Champion Immortals: 1/2/3 Irregular Foot, AC 8, HD 3+1, UHP 26, ML +3?, 5 club and shield 7+ or 5 javelin 7+, BR ~16 (club, shield, leather armor, 3 javelins), TCO ~11.75kgp/mo

(I figured these wages based on the doubling curves for henchman wages - just increasing wages by 12gp/mo for an extra hit die seemed wrong)

With stats like those, who needs post-Neolithic tech anyway?  Hell, with wages like that (veteran lizardman heavy infantry mercs estimated around 100gp/mo just in wages), maybe you just hire out as mercenaries.  A coastal, mercantile city state could tap into the local lizard tribes, drill and equip them, and integrate them as a warrior caste.  The humans work the contracting and logistics angles, and the lizards are the muscle.  As long as the lizardmen don't get too numerous, nothing could possibly go wrong...

There's even canonical art in the ACKS book for this

Lizardman Ironscale Pikes: 1/2/3 Formed Foot, AC 9, HD 2+1, UHP 18, ML +2, 5 polearm 8+ or 3 javelin 8+, BR ~23 (plate, polearm, 3 javelins), TCO ~6kgp/mo? (not taking training costs into account, just lizardman heavy infantry plus extra equipment cost)

But that's not what we're here for.  We're here for lizard-chariots.  Unfortunately, all the options under Lizard, Giant kind of suck - they're not very fast, and they don't have much carrying capacity.  Crocodiles have the carrying capacity, but they're even slower (except in water - canoe-chariots with lizardman archers, pulled by crocodiles in naval combat?).  I also considered crab chariots, because giant crabs have amazing carrying capacity, great AC and attacks, and fit the marsh aesthetic, but they are also quite slow.

Asking the hard questions

Fortunately, we lately have a new source for dinosaur stats, which I picked up through kickstarter but hadn't actually opened until just now.  In proper ACKS fashion, it includes carrying capacities, sizes, and trainability for a wide variety of dinosaurs.  I was hoping for deinonychus-chariots, but their carrying capacity is really low.  It looks like our best bet is the timurlengia, an aggressive theropod about the size of a horse that I had never heard of until just now (the more you know).  We're still going to have to bend the rules a little though - timurlengia's carrying capacity is only 12 stone, and we need 40 stone of capacity to pull a light chariot, but we're only supposed to have two steeds per light chariot.  Instead, we're going to have four timurlengia per light chariot and assume they've done something clever with the reins.  To make up for it, we'll only have 15 chariots per unit, as if they were heavy chariots (figuring the steeds take up most of the space in the formation).  We're also going to give our lizard-charioteers shortbows, lances, and leather armor because they've clearly had some technological development over the usual rocks-and-sticks.

Lizardman Raptor Chariots: 3/6/9 Irregular Mounted, AC 5, HD 24+2, UHP 26, 1 lance 8+ or 1 shortbow 8+, charge 7 bites 6+ and bonus lance damage, ML +2 Unpredictable, BR ~17, TCO ~12.5kgp/mo

This isn't really a unit of cavalry.  This is a device for delivering horse-sized raptors to the enemy flank in a semi-controlled fashion.  The fact that there are some lizardman archers clinging to these contraptions is just a bonus.

I considered building a unit of lizardman charioteers herding a pack of dienonychuses, but building mixed units of cavalry and infantry is haram, and it sounded complicated to fudge something together.  Such a unit would cover up the weakness of the raptor chariots post-charge, but would almost certainly lose the ranged attack.

So what else can we do with lizardman cavalry?  Maybe something that can still fight after the charge is done?

Lizardman Edmontosaurus Cavalry: 3/6/9 Irregular Mounted, AC 5, HD 8+2, UHP 11, 3 lance 8+ or 2 shortbow 8+, charge 1 trample 7+ and bonus lance damage, ML +1 Unpredictable, BR 4.5, TCO ~6.75 kgp/mo

Edmontosaurs are huge herbivores, and this unit is 20 of them, each with leather barding and two lizardmen in a war howdah on their back.  As lizardmen go, this is not a very impressive unit, because there are not very many lizardmen in it and the mounts are not very ferocious.  Squeezing four lizardmen into each war howdah might be a better move:

Packed Edmontosaurus Cavalry: 3/6/9 Irregular Mounted, AC 5, HD 13, UHP 17, 6 lance 12+ or 4 shortbow 12+, charge 1 trample 7+ and bonus lance damage, ML +1 Unpredictable, BR 12.25, TCO ~10.75 kgp/mo

That's starting to look more like typical lizardman performance - comparable to two or three units of human cavalry all stacked into one hex.  I like how their good THAC0 helps cancel out the packing penalty and puts them at about par with human THAC0.

Doing titanosaur behemoth cavalry would also be interesting, but as the monster description notes, they're not very good warbeasts.  A more interesting take, maybe, would be a whole lizardman village spread out across the backs of a herd of titanosaurs in yurt-howdahs.  At that point we're doing worldbuilding rather than unit design, though.

Well that's probably enough dinosaur cavalry.  What else would make sense?

Ah, here's a solution to the skirmisher problem.  For some reason I thought troglodytes were 3HD and slow.  Not so!  2HD, AC4, 120' speed, 5st carrying capacity, the chameleon surprise bonus, and "great barbed darts (treat as javelins with +3 to attack throws)".  Holy crap.

They're also stinky, which is alright I guess.

Troglodyte Skirmishers: 2/4/6 Irregular Foot, AC 4, HD 2, UHP 16, 4 bite and claw 9+, 2 great barbed darts 6+, ML +1, BR ~4 (before surprise and stink), TCO ~2.75 kgp/mo

Troglodytes can deploy in cover and remain hidden until an opposing unit either moves into contact or they are activated.  A unit engaged with a troglodyte unit in melee must save vs poison or take a -2 penalty to melee attacks against the trogs for as long as they remain engaged.

Trogs have carrying capacity of 5 stone, so we could even up-armor them and give them two-handed clubs.

Troglodyte Heavy Infantry: 2/4/6 Irregular Foot, AC 6, HD 2, UHP 16, 4 greatclub 9+, 2 great barbed darts 6+, ML +1, BR ~6, TCO~3kgp/mo

In conclusion, trogs are great.  But if I thought lizardman spellcasters were bad, trogs are even worse.

How can we get good spellcasters?  I was really hoping kobolds would have them, in the usual pattern of "weaker beastmen -> stronger spellcasters", but kobold spellcasters look on par with lizardman spellcasters.  We could still mount kobolds on pterodactyls, but I already did that with goblins and kobolds are just straight worse.

I guess the new Thrassian class from the Heroic Fantasy book would work (d8 HD, fighter attack progression, and spellsinging), but that would require me to figure out how spellsinging works.

I think we're just going to stick to Player's Companion shamans for now, half-assedly grafted onto a lizardman chassis.

Sslokas the Prehistoric, Lizardman Shaman
Lizardman Shaman 6, Str 9, Int 15, Wis 13, Dex 7, Con 9, Cha 14
Class proficiencies: Prophecy, Laying on Hands (Python totem)
General proficiencies: Naturalism, Healing, Military Strategy
Equipment: 3 javelins, potion of human control, Cloak of Protection +1, Leather Armor +3 (...  my frickin' dice, can't roll up one NPC without getting +3 armor)
Derived stats:
21 HP, 4+1 HD, AC11, init -1, THAC0 6+ for 1d3+2/1d3+2/1d8+2, or javelins 7+ for 1d6+3
Leadership 4, ZOC 2, Strategic Ability +1?, ML +1
1/2/3 Foot Hero,
Company scale: no attacks, not qualified
Platoon scale: 2 claw and bite 6+, qualified as commander or hero
1/day: Dispel Magic, Skinchange
1/day: Call Lightning, Winged Flight, Growth of Animals
2/day: Obscuring Cloud, Bless
2/day: Cure Light Wounds, Pass Without Trace

Sslokas has been around for a long time, due in large part to his suit of fine elvish leather armor.  Which is not to say that the armor was created by elves.  He's a reasonably well-rounded leader without any glaring weaknesses but with no real strengths either. He is competent to serve as an independent hero or commander on platoon scale.  Not amazing in a straight-up fight, but he has enough escape magic and AC that he might actually get out alive if his unit crumples.

Rushas the Repugnant, Lizardman Chieftain
Str 14, Int 11, Wis 10, Dex 10, Con 13, Cha 17
Class proficiencies: Combat Reflexes, Command, Fighting Style (bonus to hit)
General proficiencies: Leadership, Endurance
Equipment: Ring of Spell Turning (4 spell remaining), Hide Armor +2 (goddamnit), 3 javelins
Derived stats:
36 HP, 6+2 HD, AC 11, surprise and init +1, THAC0 2+ for 1d3+4/1d3+4/1d8+4 or javelins 4+ for 1d6+3
Leadership 6, ZOC 3, Strategic Ability -1, ML +5
1/2/3 Foot Hero
Company scale: 1 claw and bite 2+, qualified as commander
Platoon scale: 3 claw and bite, 2 javelin 4+, qualified as commander or hero

Rushas is renowned and beloved by his warriors for never declining a single combat, and also for horribly mutilating his challengers (and then eating them).  His tactics in mass combat are unsubtle and predictable, relying on brute force, but his followers are fanatical.  He qualifies as a commander at both company and platoon scales.  Technically he doesn't qualify as an independent hero at platoon scales (6+2 HD instead of 7HD), but I'd allow it.

Krrk Cold-Blooded, Lizardman Witch-Doctor
Lizardman witch-doctor 4, Str 14, Int 13, Wis 11, Dex 13, Con 12, Cha 16
Class proficiencies: Battle Magic
General proficiencies: Alchemy, Leadership
Equipment: Boots of Traveling and Springing, Leather Armor, 3 poisoned javelins (hellebore)
Derived stats:
17 HP, 3+1 HD, AC8, init +1 (+2 when casting), THAC0 6+ claw/claw/bite for 1d3+2/1d3+2/1d8+2, 6+ javelin 1d6+3
Leadership 6, ZOC3, Strategic Ability +0, ML +2
1/2/3 Foot Hero
Company scale: no attacks, not qualified
Platoon scale: 2 claw/bite 6+, lieutenant or hero
2/day: Stinking Cloud, Invisibility, Hypnotic Pattern
2/day: Sleep, Chameleon, Summon (Scaly) Berserkers

I was kinda hoping for Shield, Sharpness, and Ogre Power, but I am OK with these sneaky spell rolls.  Krrk qualifies as both a lieutenant and an independent hero at platoon scale, and does not qualify as anything at company scale.  His morale modifier makes him a pretty decent lieutenant, and if the division commander bites it, that high LD could come in handy.  He has ambitions to unseat Rushas as chieftain, but recognizes that he'll have to do it covertly and he'll lack legitimacy.  If only Rushas were to meet with some sort of unfortunate accident, at the hands of an adventuring party, perhaps...

I really, really wanted to do a hero with Beast Friendship riding a t-rex.  This is close enough I guess:

His Scaliness Ssrethen Dragon-spawned, Chieftain Among Chieftains, Bearer of the Black Spear, Lizard-Lord of the Marshes
52 HP, HD 11, AC12, init +0, speed 60', swim 120', fly 120'
THAC0 2+, claw/claw/bite 1d3x2+6/1d3x2+6/1d8x2+6
OR spear -1+, 1d8x2+10 and three negative levels if target is a mammal
Special attacks: breath weapon 1/day, 11d6 fire in 60' cone, save vs blast for half, throw boulders (200' range, 3d6 damage)
Special defenses: fire resistance x2 (+4 to save, -2 damage per die), potion of gaseous form, regeneration 3/day
SV F11 + Divine Blessing, ML +2

Potion of Gaseous Form
Ring of Fire Resistance
Girdle of Giant Strength
Spear +3 sentient, Hirkas the Death of Mammals -
Int 12, 3 detection powers, 1 spell-like ability, speech, read languages
Chaotic, 4 languages - Lizardman, Draconic, Elvish, Infernal
Ego 12, Willpower 25, Purpose: Destroy Mammals
Inflicts 3 levels of energy drain per hit on mammals
Detection, 3/day each: Evil, Good, Metals
Spell-like ability: Regeneration (3/day, healing effect, 1 HP/round for 15 rounds)

Mount: Hunger, Carnotaurus - 150' speed, AC 8, HD 7+1, HP 39, THAC0 3+, bite 2d10, huge scale barding and huge war howdah (+3 AC and +3 save vs blast to occupants), ML +0

Mass combat stuff:
LD 6, ZOC 3, Strat +2 (spear gives advice), ML +3
1/2/3 Foot Hero or 2/4/6 Flying Hero or 2/5/8 Mounted Hero
Qualifies as a commander on all scales, Hero on Battalion scale and lower
Platoon: 7 claw/bite 2+ or 9 spear -1+ (and energy drain for 3 points of bonus damage against mammals), on charge while mounted 3 bites 3+ and bonus spear damage, 5 thrown boulder ranged 2+
Company: 2 claw/bite 2+ or 2 spear -1+ (and energy drain for 3 points against mammals), on charge while mounted 1 bite 3+ and bonus spear damage, 1 thrown boulder ranged 2+
Battalion: 1 spear -1+ (and energy drain) by the narrowest of margins

Ssrethen is leading the Scaly Crusade, to exterminate all the mammals and reclaim the rightful realm of his ancestors.  He has the blessing of the lizard deities, reflected in his superior saving throws.  His master plan, revealed to him in a dream, is to use ritual magic to melt the ice caps, flood the human cities, and expand the marshes, and he is gathering troops, spellcasters, and artifacts before embarking by ship for the far north to put this plan into effect.

(Too soon?)

If you wanted to run him on clocks as a campaign villain, you could certainly do it in phases - he's doing his thing in the swamp, and at some point a series of clocks start:
  • Fever-dreaming
  • Quest for the Black Spear
  • Taming Hunger
  • Learning the rituals from a dragongeist in the dragon boneyard
    • I really considered giving him arcane spellcasting, but that was gonna get complicated.  Feel free to add it here if you like.
  • Uniting the tribes
  • Building the great fleet
    • Add some "get the Toenail of Eternal Flame" quests concurrently maybe
  • Journey to the North
  • Melting the ice-cap
  • Journey home
  • Invasion